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pxz-hos-client-cpp-module/support/aws-sdk-cpp-master/aws-cpp-sdk-gamelift/include/aws/gamelift/model/GameSessionPlacement.h

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/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include <aws/gamelift/GameLift_EXPORTS.h>
#include <aws/core/utils/memory/stl/AWSString.h>
#include <aws/gamelift/model/GameSessionPlacementState.h>
#include <aws/core/utils/memory/stl/AWSVector.h>
#include <aws/core/utils/DateTime.h>
#include <aws/gamelift/model/GameProperty.h>
#include <aws/gamelift/model/PlayerLatency.h>
#include <aws/gamelift/model/PlacedPlayerSession.h>
#include <utility>
namespace Aws
{
namespace Utils
{
namespace Json
{
class JsonValue;
class JsonView;
} // namespace Json
} // namespace Utils
namespace GameLift
{
namespace Model
{
/**
* <p>Object that describes a <a>StartGameSessionPlacement</a> request. This object
* includes the full details of the original request plus the current status and
* start/end time stamps.</p> <p>Game session placement-related operations
* include:</p> <ul> <li> <p> <a>StartGameSessionPlacement</a> </p> </li> <li> <p>
* <a>DescribeGameSessionPlacement</a> </p> </li> <li> <p>
* <a>StopGameSessionPlacement</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameSessionPlacement">AWS
* API Reference</a></p>
*/
class AWS_GAMELIFT_API GameSessionPlacement
{
public:
GameSessionPlacement();
GameSessionPlacement(Aws::Utils::Json::JsonView jsonValue);
GameSessionPlacement& operator=(Aws::Utils::Json::JsonView jsonValue);
Aws::Utils::Json::JsonValue Jsonize() const;
/**
* <p>A unique identifier for a game session placement.</p>
*/
inline const Aws::String& GetPlacementId() const{ return m_placementId; }
/**
* <p>A unique identifier for a game session placement.</p>
*/
inline bool PlacementIdHasBeenSet() const { return m_placementIdHasBeenSet; }
/**
* <p>A unique identifier for a game session placement.</p>
*/
inline void SetPlacementId(const Aws::String& value) { m_placementIdHasBeenSet = true; m_placementId = value; }
/**
* <p>A unique identifier for a game session placement.</p>
*/
inline void SetPlacementId(Aws::String&& value) { m_placementIdHasBeenSet = true; m_placementId = std::move(value); }
/**
* <p>A unique identifier for a game session placement.</p>
*/
inline void SetPlacementId(const char* value) { m_placementIdHasBeenSet = true; m_placementId.assign(value); }
/**
* <p>A unique identifier for a game session placement.</p>
*/
inline GameSessionPlacement& WithPlacementId(const Aws::String& value) { SetPlacementId(value); return *this;}
/**
* <p>A unique identifier for a game session placement.</p>
*/
inline GameSessionPlacement& WithPlacementId(Aws::String&& value) { SetPlacementId(std::move(value)); return *this;}
/**
* <p>A unique identifier for a game session placement.</p>
*/
inline GameSessionPlacement& WithPlacementId(const char* value) { SetPlacementId(value); return *this;}
/**
* <p>A descriptive label that is associated with game session queue. Queue names
* must be unique within each Region.</p>
*/
inline const Aws::String& GetGameSessionQueueName() const{ return m_gameSessionQueueName; }
/**
* <p>A descriptive label that is associated with game session queue. Queue names
* must be unique within each Region.</p>
*/
inline bool GameSessionQueueNameHasBeenSet() const { return m_gameSessionQueueNameHasBeenSet; }
/**
* <p>A descriptive label that is associated with game session queue. Queue names
* must be unique within each Region.</p>
*/
inline void SetGameSessionQueueName(const Aws::String& value) { m_gameSessionQueueNameHasBeenSet = true; m_gameSessionQueueName = value; }
/**
* <p>A descriptive label that is associated with game session queue. Queue names
* must be unique within each Region.</p>
*/
inline void SetGameSessionQueueName(Aws::String&& value) { m_gameSessionQueueNameHasBeenSet = true; m_gameSessionQueueName = std::move(value); }
/**
* <p>A descriptive label that is associated with game session queue. Queue names
* must be unique within each Region.</p>
*/
inline void SetGameSessionQueueName(const char* value) { m_gameSessionQueueNameHasBeenSet = true; m_gameSessionQueueName.assign(value); }
/**
* <p>A descriptive label that is associated with game session queue. Queue names
* must be unique within each Region.</p>
*/
inline GameSessionPlacement& WithGameSessionQueueName(const Aws::String& value) { SetGameSessionQueueName(value); return *this;}
/**
* <p>A descriptive label that is associated with game session queue. Queue names
* must be unique within each Region.</p>
*/
inline GameSessionPlacement& WithGameSessionQueueName(Aws::String&& value) { SetGameSessionQueueName(std::move(value)); return *this;}
/**
* <p>A descriptive label that is associated with game session queue. Queue names
* must be unique within each Region.</p>
*/
inline GameSessionPlacement& WithGameSessionQueueName(const char* value) { SetGameSessionQueueName(value); return *this;}
/**
* <p>Current status of the game session placement request.</p> <ul> <li> <p>
* <b>PENDING</b> -- The placement request is currently in the queue waiting to be
* processed.</p> </li> <li> <p> <b>FULFILLED</b> -- A new game session and player
* sessions (if requested) have been successfully created. Values for
* <i>GameSessionArn</i> and <i>GameSessionRegion</i> are available. </p> </li>
* <li> <p> <b>CANCELLED</b> -- The placement request was canceled with a call to
* <a>StopGameSessionPlacement</a>.</p> </li> <li> <p> <b>TIMED_OUT</b> -- A new
* game session was not successfully created before the time limit expired. You can
* resubmit the placement request as needed.</p> </li> <li> <p> <b>FAILED</b> --
* GameLift is not able to complete the process of placing the game session. Common
* reasons are the game session terminated before the placement process was
* completed, or an unexpected internal error.</p> </li> </ul>
*/
inline const GameSessionPlacementState& GetStatus() const{ return m_status; }
/**
* <p>Current status of the game session placement request.</p> <ul> <li> <p>
* <b>PENDING</b> -- The placement request is currently in the queue waiting to be
* processed.</p> </li> <li> <p> <b>FULFILLED</b> -- A new game session and player
* sessions (if requested) have been successfully created. Values for
* <i>GameSessionArn</i> and <i>GameSessionRegion</i> are available. </p> </li>
* <li> <p> <b>CANCELLED</b> -- The placement request was canceled with a call to
* <a>StopGameSessionPlacement</a>.</p> </li> <li> <p> <b>TIMED_OUT</b> -- A new
* game session was not successfully created before the time limit expired. You can
* resubmit the placement request as needed.</p> </li> <li> <p> <b>FAILED</b> --
* GameLift is not able to complete the process of placing the game session. Common
* reasons are the game session terminated before the placement process was
* completed, or an unexpected internal error.</p> </li> </ul>
*/
inline bool StatusHasBeenSet() const { return m_statusHasBeenSet; }
/**
* <p>Current status of the game session placement request.</p> <ul> <li> <p>
* <b>PENDING</b> -- The placement request is currently in the queue waiting to be
* processed.</p> </li> <li> <p> <b>FULFILLED</b> -- A new game session and player
* sessions (if requested) have been successfully created. Values for
* <i>GameSessionArn</i> and <i>GameSessionRegion</i> are available. </p> </li>
* <li> <p> <b>CANCELLED</b> -- The placement request was canceled with a call to
* <a>StopGameSessionPlacement</a>.</p> </li> <li> <p> <b>TIMED_OUT</b> -- A new
* game session was not successfully created before the time limit expired. You can
* resubmit the placement request as needed.</p> </li> <li> <p> <b>FAILED</b> --
* GameLift is not able to complete the process of placing the game session. Common
* reasons are the game session terminated before the placement process was
* completed, or an unexpected internal error.</p> </li> </ul>
*/
inline void SetStatus(const GameSessionPlacementState& value) { m_statusHasBeenSet = true; m_status = value; }
/**
* <p>Current status of the game session placement request.</p> <ul> <li> <p>
* <b>PENDING</b> -- The placement request is currently in the queue waiting to be
* processed.</p> </li> <li> <p> <b>FULFILLED</b> -- A new game session and player
* sessions (if requested) have been successfully created. Values for
* <i>GameSessionArn</i> and <i>GameSessionRegion</i> are available. </p> </li>
* <li> <p> <b>CANCELLED</b> -- The placement request was canceled with a call to
* <a>StopGameSessionPlacement</a>.</p> </li> <li> <p> <b>TIMED_OUT</b> -- A new
* game session was not successfully created before the time limit expired. You can
* resubmit the placement request as needed.</p> </li> <li> <p> <b>FAILED</b> --
* GameLift is not able to complete the process of placing the game session. Common
* reasons are the game session terminated before the placement process was
* completed, or an unexpected internal error.</p> </li> </ul>
*/
inline void SetStatus(GameSessionPlacementState&& value) { m_statusHasBeenSet = true; m_status = std::move(value); }
/**
* <p>Current status of the game session placement request.</p> <ul> <li> <p>
* <b>PENDING</b> -- The placement request is currently in the queue waiting to be
* processed.</p> </li> <li> <p> <b>FULFILLED</b> -- A new game session and player
* sessions (if requested) have been successfully created. Values for
* <i>GameSessionArn</i> and <i>GameSessionRegion</i> are available. </p> </li>
* <li> <p> <b>CANCELLED</b> -- The placement request was canceled with a call to
* <a>StopGameSessionPlacement</a>.</p> </li> <li> <p> <b>TIMED_OUT</b> -- A new
* game session was not successfully created before the time limit expired. You can
* resubmit the placement request as needed.</p> </li> <li> <p> <b>FAILED</b> --
* GameLift is not able to complete the process of placing the game session. Common
* reasons are the game session terminated before the placement process was
* completed, or an unexpected internal error.</p> </li> </ul>
*/
inline GameSessionPlacement& WithStatus(const GameSessionPlacementState& value) { SetStatus(value); return *this;}
/**
* <p>Current status of the game session placement request.</p> <ul> <li> <p>
* <b>PENDING</b> -- The placement request is currently in the queue waiting to be
* processed.</p> </li> <li> <p> <b>FULFILLED</b> -- A new game session and player
* sessions (if requested) have been successfully created. Values for
* <i>GameSessionArn</i> and <i>GameSessionRegion</i> are available. </p> </li>
* <li> <p> <b>CANCELLED</b> -- The placement request was canceled with a call to
* <a>StopGameSessionPlacement</a>.</p> </li> <li> <p> <b>TIMED_OUT</b> -- A new
* game session was not successfully created before the time limit expired. You can
* resubmit the placement request as needed.</p> </li> <li> <p> <b>FAILED</b> --
* GameLift is not able to complete the process of placing the game session. Common
* reasons are the game session terminated before the placement process was
* completed, or an unexpected internal error.</p> </li> </ul>
*/
inline GameSessionPlacement& WithStatus(GameSessionPlacementState&& value) { SetStatus(std::move(value)); return *this;}
/**
* <p>Set of custom properties for a game session, formatted as key:value pairs.
* These properties are passed to a game server process in the <a>GameSession</a>
* object with a request to start a new game session (see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start
* a Game Session</a>).</p>
*/
inline const Aws::Vector<GameProperty>& GetGameProperties() const{ return m_gameProperties; }
/**
* <p>Set of custom properties for a game session, formatted as key:value pairs.
* These properties are passed to a game server process in the <a>GameSession</a>
* object with a request to start a new game session (see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start
* a Game Session</a>).</p>
*/
inline bool GamePropertiesHasBeenSet() const { return m_gamePropertiesHasBeenSet; }
/**
* <p>Set of custom properties for a game session, formatted as key:value pairs.
* These properties are passed to a game server process in the <a>GameSession</a>
* object with a request to start a new game session (see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start
* a Game Session</a>).</p>
*/
inline void SetGameProperties(const Aws::Vector<GameProperty>& value) { m_gamePropertiesHasBeenSet = true; m_gameProperties = value; }
/**
* <p>Set of custom properties for a game session, formatted as key:value pairs.
* These properties are passed to a game server process in the <a>GameSession</a>
* object with a request to start a new game session (see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start
* a Game Session</a>).</p>
*/
inline void SetGameProperties(Aws::Vector<GameProperty>&& value) { m_gamePropertiesHasBeenSet = true; m_gameProperties = std::move(value); }
/**
* <p>Set of custom properties for a game session, formatted as key:value pairs.
* These properties are passed to a game server process in the <a>GameSession</a>
* object with a request to start a new game session (see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start
* a Game Session</a>).</p>
*/
inline GameSessionPlacement& WithGameProperties(const Aws::Vector<GameProperty>& value) { SetGameProperties(value); return *this;}
/**
* <p>Set of custom properties for a game session, formatted as key:value pairs.
* These properties are passed to a game server process in the <a>GameSession</a>
* object with a request to start a new game session (see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start
* a Game Session</a>).</p>
*/
inline GameSessionPlacement& WithGameProperties(Aws::Vector<GameProperty>&& value) { SetGameProperties(std::move(value)); return *this;}
/**
* <p>Set of custom properties for a game session, formatted as key:value pairs.
* These properties are passed to a game server process in the <a>GameSession</a>
* object with a request to start a new game session (see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start
* a Game Session</a>).</p>
*/
inline GameSessionPlacement& AddGameProperties(const GameProperty& value) { m_gamePropertiesHasBeenSet = true; m_gameProperties.push_back(value); return *this; }
/**
* <p>Set of custom properties for a game session, formatted as key:value pairs.
* These properties are passed to a game server process in the <a>GameSession</a>
* object with a request to start a new game session (see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start
* a Game Session</a>).</p>
*/
inline GameSessionPlacement& AddGameProperties(GameProperty&& value) { m_gamePropertiesHasBeenSet = true; m_gameProperties.push_back(std::move(value)); return *this; }
/**
* <p>The maximum number of players that can be connected simultaneously to the
* game session.</p>
*/
inline int GetMaximumPlayerSessionCount() const{ return m_maximumPlayerSessionCount; }
/**
* <p>The maximum number of players that can be connected simultaneously to the
* game session.</p>
*/
inline bool MaximumPlayerSessionCountHasBeenSet() const { return m_maximumPlayerSessionCountHasBeenSet; }
/**
* <p>The maximum number of players that can be connected simultaneously to the
* game session.</p>
*/
inline void SetMaximumPlayerSessionCount(int value) { m_maximumPlayerSessionCountHasBeenSet = true; m_maximumPlayerSessionCount = value; }
/**
* <p>The maximum number of players that can be connected simultaneously to the
* game session.</p>
*/
inline GameSessionPlacement& WithMaximumPlayerSessionCount(int value) { SetMaximumPlayerSessionCount(value); return *this;}
/**
* <p>A descriptive label that is associated with a game session. Session names do
* not need to be unique.</p>
*/
inline const Aws::String& GetGameSessionName() const{ return m_gameSessionName; }
/**
* <p>A descriptive label that is associated with a game session. Session names do
* not need to be unique.</p>
*/
inline bool GameSessionNameHasBeenSet() const { return m_gameSessionNameHasBeenSet; }
/**
* <p>A descriptive label that is associated with a game session. Session names do
* not need to be unique.</p>
*/
inline void SetGameSessionName(const Aws::String& value) { m_gameSessionNameHasBeenSet = true; m_gameSessionName = value; }
/**
* <p>A descriptive label that is associated with a game session. Session names do
* not need to be unique.</p>
*/
inline void SetGameSessionName(Aws::String&& value) { m_gameSessionNameHasBeenSet = true; m_gameSessionName = std::move(value); }
/**
* <p>A descriptive label that is associated with a game session. Session names do
* not need to be unique.</p>
*/
inline void SetGameSessionName(const char* value) { m_gameSessionNameHasBeenSet = true; m_gameSessionName.assign(value); }
/**
* <p>A descriptive label that is associated with a game session. Session names do
* not need to be unique.</p>
*/
inline GameSessionPlacement& WithGameSessionName(const Aws::String& value) { SetGameSessionName(value); return *this;}
/**
* <p>A descriptive label that is associated with a game session. Session names do
* not need to be unique.</p>
*/
inline GameSessionPlacement& WithGameSessionName(Aws::String&& value) { SetGameSessionName(std::move(value)); return *this;}
/**
* <p>A descriptive label that is associated with a game session. Session names do
* not need to be unique.</p>
*/
inline GameSessionPlacement& WithGameSessionName(const char* value) { SetGameSessionName(value); return *this;}
/**
* <p>A unique identifier for the game session. This value is set once the new game
* session is placed (placement status is <code>FULFILLED</code>).</p>
*/
inline const Aws::String& GetGameSessionId() const{ return m_gameSessionId; }
/**
* <p>A unique identifier for the game session. This value is set once the new game
* session is placed (placement status is <code>FULFILLED</code>).</p>
*/
inline bool GameSessionIdHasBeenSet() const { return m_gameSessionIdHasBeenSet; }
/**
* <p>A unique identifier for the game session. This value is set once the new game
* session is placed (placement status is <code>FULFILLED</code>).</p>
*/
inline void SetGameSessionId(const Aws::String& value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId = value; }
/**
* <p>A unique identifier for the game session. This value is set once the new game
* session is placed (placement status is <code>FULFILLED</code>).</p>
*/
inline void SetGameSessionId(Aws::String&& value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId = std::move(value); }
/**
* <p>A unique identifier for the game session. This value is set once the new game
* session is placed (placement status is <code>FULFILLED</code>).</p>
*/
inline void SetGameSessionId(const char* value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId.assign(value); }
/**
* <p>A unique identifier for the game session. This value is set once the new game
* session is placed (placement status is <code>FULFILLED</code>).</p>
*/
inline GameSessionPlacement& WithGameSessionId(const Aws::String& value) { SetGameSessionId(value); return *this;}
/**
* <p>A unique identifier for the game session. This value is set once the new game
* session is placed (placement status is <code>FULFILLED</code>).</p>
*/
inline GameSessionPlacement& WithGameSessionId(Aws::String&& value) { SetGameSessionId(std::move(value)); return *this;}
/**
* <p>A unique identifier for the game session. This value is set once the new game
* session is placed (placement status is <code>FULFILLED</code>).</p>
*/
inline GameSessionPlacement& WithGameSessionId(const char* value) { SetGameSessionId(value); return *this;}
/**
* <p>Identifier for the game session created by this placement request. This value
* is set once the new game session is placed (placement status is
* <code>FULFILLED</code>). This identifier is unique across all Regions. You can
* use this value as a <code>GameSessionId</code> value as needed.</p>
*/
inline const Aws::String& GetGameSessionArn() const{ return m_gameSessionArn; }
/**
* <p>Identifier for the game session created by this placement request. This value
* is set once the new game session is placed (placement status is
* <code>FULFILLED</code>). This identifier is unique across all Regions. You can
* use this value as a <code>GameSessionId</code> value as needed.</p>
*/
inline bool GameSessionArnHasBeenSet() const { return m_gameSessionArnHasBeenSet; }
/**
* <p>Identifier for the game session created by this placement request. This value
* is set once the new game session is placed (placement status is
* <code>FULFILLED</code>). This identifier is unique across all Regions. You can
* use this value as a <code>GameSessionId</code> value as needed.</p>
*/
inline void SetGameSessionArn(const Aws::String& value) { m_gameSessionArnHasBeenSet = true; m_gameSessionArn = value; }
/**
* <p>Identifier for the game session created by this placement request. This value
* is set once the new game session is placed (placement status is
* <code>FULFILLED</code>). This identifier is unique across all Regions. You can
* use this value as a <code>GameSessionId</code> value as needed.</p>
*/
inline void SetGameSessionArn(Aws::String&& value) { m_gameSessionArnHasBeenSet = true; m_gameSessionArn = std::move(value); }
/**
* <p>Identifier for the game session created by this placement request. This value
* is set once the new game session is placed (placement status is
* <code>FULFILLED</code>). This identifier is unique across all Regions. You can
* use this value as a <code>GameSessionId</code> value as needed.</p>
*/
inline void SetGameSessionArn(const char* value) { m_gameSessionArnHasBeenSet = true; m_gameSessionArn.assign(value); }
/**
* <p>Identifier for the game session created by this placement request. This value
* is set once the new game session is placed (placement status is
* <code>FULFILLED</code>). This identifier is unique across all Regions. You can
* use this value as a <code>GameSessionId</code> value as needed.</p>
*/
inline GameSessionPlacement& WithGameSessionArn(const Aws::String& value) { SetGameSessionArn(value); return *this;}
/**
* <p>Identifier for the game session created by this placement request. This value
* is set once the new game session is placed (placement status is
* <code>FULFILLED</code>). This identifier is unique across all Regions. You can
* use this value as a <code>GameSessionId</code> value as needed.</p>
*/
inline GameSessionPlacement& WithGameSessionArn(Aws::String&& value) { SetGameSessionArn(std::move(value)); return *this;}
/**
* <p>Identifier for the game session created by this placement request. This value
* is set once the new game session is placed (placement status is
* <code>FULFILLED</code>). This identifier is unique across all Regions. You can
* use this value as a <code>GameSessionId</code> value as needed.</p>
*/
inline GameSessionPlacement& WithGameSessionArn(const char* value) { SetGameSessionArn(value); return *this;}
/**
* <p>Name of the Region where the game session created by this placement request
* is running. This value is set once the new game session is placed (placement
* status is <code>FULFILLED</code>).</p>
*/
inline const Aws::String& GetGameSessionRegion() const{ return m_gameSessionRegion; }
/**
* <p>Name of the Region where the game session created by this placement request
* is running. This value is set once the new game session is placed (placement
* status is <code>FULFILLED</code>).</p>
*/
inline bool GameSessionRegionHasBeenSet() const { return m_gameSessionRegionHasBeenSet; }
/**
* <p>Name of the Region where the game session created by this placement request
* is running. This value is set once the new game session is placed (placement
* status is <code>FULFILLED</code>).</p>
*/
inline void SetGameSessionRegion(const Aws::String& value) { m_gameSessionRegionHasBeenSet = true; m_gameSessionRegion = value; }
/**
* <p>Name of the Region where the game session created by this placement request
* is running. This value is set once the new game session is placed (placement
* status is <code>FULFILLED</code>).</p>
*/
inline void SetGameSessionRegion(Aws::String&& value) { m_gameSessionRegionHasBeenSet = true; m_gameSessionRegion = std::move(value); }
/**
* <p>Name of the Region where the game session created by this placement request
* is running. This value is set once the new game session is placed (placement
* status is <code>FULFILLED</code>).</p>
*/
inline void SetGameSessionRegion(const char* value) { m_gameSessionRegionHasBeenSet = true; m_gameSessionRegion.assign(value); }
/**
* <p>Name of the Region where the game session created by this placement request
* is running. This value is set once the new game session is placed (placement
* status is <code>FULFILLED</code>).</p>
*/
inline GameSessionPlacement& WithGameSessionRegion(const Aws::String& value) { SetGameSessionRegion(value); return *this;}
/**
* <p>Name of the Region where the game session created by this placement request
* is running. This value is set once the new game session is placed (placement
* status is <code>FULFILLED</code>).</p>
*/
inline GameSessionPlacement& WithGameSessionRegion(Aws::String&& value) { SetGameSessionRegion(std::move(value)); return *this;}
/**
* <p>Name of the Region where the game session created by this placement request
* is running. This value is set once the new game session is placed (placement
* status is <code>FULFILLED</code>).</p>
*/
inline GameSessionPlacement& WithGameSessionRegion(const char* value) { SetGameSessionRegion(value); return *this;}
/**
* <p>Set of values, expressed in milliseconds, indicating the amount of latency
* that a player experiences when connected to AWS Regions.</p>
*/
inline const Aws::Vector<PlayerLatency>& GetPlayerLatencies() const{ return m_playerLatencies; }
/**
* <p>Set of values, expressed in milliseconds, indicating the amount of latency
* that a player experiences when connected to AWS Regions.</p>
*/
inline bool PlayerLatenciesHasBeenSet() const { return m_playerLatenciesHasBeenSet; }
/**
* <p>Set of values, expressed in milliseconds, indicating the amount of latency
* that a player experiences when connected to AWS Regions.</p>
*/
inline void SetPlayerLatencies(const Aws::Vector<PlayerLatency>& value) { m_playerLatenciesHasBeenSet = true; m_playerLatencies = value; }
/**
* <p>Set of values, expressed in milliseconds, indicating the amount of latency
* that a player experiences when connected to AWS Regions.</p>
*/
inline void SetPlayerLatencies(Aws::Vector<PlayerLatency>&& value) { m_playerLatenciesHasBeenSet = true; m_playerLatencies = std::move(value); }
/**
* <p>Set of values, expressed in milliseconds, indicating the amount of latency
* that a player experiences when connected to AWS Regions.</p>
*/
inline GameSessionPlacement& WithPlayerLatencies(const Aws::Vector<PlayerLatency>& value) { SetPlayerLatencies(value); return *this;}
/**
* <p>Set of values, expressed in milliseconds, indicating the amount of latency
* that a player experiences when connected to AWS Regions.</p>
*/
inline GameSessionPlacement& WithPlayerLatencies(Aws::Vector<PlayerLatency>&& value) { SetPlayerLatencies(std::move(value)); return *this;}
/**
* <p>Set of values, expressed in milliseconds, indicating the amount of latency
* that a player experiences when connected to AWS Regions.</p>
*/
inline GameSessionPlacement& AddPlayerLatencies(const PlayerLatency& value) { m_playerLatenciesHasBeenSet = true; m_playerLatencies.push_back(value); return *this; }
/**
* <p>Set of values, expressed in milliseconds, indicating the amount of latency
* that a player experiences when connected to AWS Regions.</p>
*/
inline GameSessionPlacement& AddPlayerLatencies(PlayerLatency&& value) { m_playerLatenciesHasBeenSet = true; m_playerLatencies.push_back(std::move(value)); return *this; }
/**
* <p>Time stamp indicating when this request was placed in the queue. Format is a
* number expressed in Unix time as milliseconds (for example
* "1469498468.057").</p>
*/
inline const Aws::Utils::DateTime& GetStartTime() const{ return m_startTime; }
/**
* <p>Time stamp indicating when this request was placed in the queue. Format is a
* number expressed in Unix time as milliseconds (for example
* "1469498468.057").</p>
*/
inline bool StartTimeHasBeenSet() const { return m_startTimeHasBeenSet; }
/**
* <p>Time stamp indicating when this request was placed in the queue. Format is a
* number expressed in Unix time as milliseconds (for example
* "1469498468.057").</p>
*/
inline void SetStartTime(const Aws::Utils::DateTime& value) { m_startTimeHasBeenSet = true; m_startTime = value; }
/**
* <p>Time stamp indicating when this request was placed in the queue. Format is a
* number expressed in Unix time as milliseconds (for example
* "1469498468.057").</p>
*/
inline void SetStartTime(Aws::Utils::DateTime&& value) { m_startTimeHasBeenSet = true; m_startTime = std::move(value); }
/**
* <p>Time stamp indicating when this request was placed in the queue. Format is a
* number expressed in Unix time as milliseconds (for example
* "1469498468.057").</p>
*/
inline GameSessionPlacement& WithStartTime(const Aws::Utils::DateTime& value) { SetStartTime(value); return *this;}
/**
* <p>Time stamp indicating when this request was placed in the queue. Format is a
* number expressed in Unix time as milliseconds (for example
* "1469498468.057").</p>
*/
inline GameSessionPlacement& WithStartTime(Aws::Utils::DateTime&& value) { SetStartTime(std::move(value)); return *this;}
/**
* <p>Time stamp indicating when this request was completed, canceled, or timed
* out.</p>
*/
inline const Aws::Utils::DateTime& GetEndTime() const{ return m_endTime; }
/**
* <p>Time stamp indicating when this request was completed, canceled, or timed
* out.</p>
*/
inline bool EndTimeHasBeenSet() const { return m_endTimeHasBeenSet; }
/**
* <p>Time stamp indicating when this request was completed, canceled, or timed
* out.</p>
*/
inline void SetEndTime(const Aws::Utils::DateTime& value) { m_endTimeHasBeenSet = true; m_endTime = value; }
/**
* <p>Time stamp indicating when this request was completed, canceled, or timed
* out.</p>
*/
inline void SetEndTime(Aws::Utils::DateTime&& value) { m_endTimeHasBeenSet = true; m_endTime = std::move(value); }
/**
* <p>Time stamp indicating when this request was completed, canceled, or timed
* out.</p>
*/
inline GameSessionPlacement& WithEndTime(const Aws::Utils::DateTime& value) { SetEndTime(value); return *this;}
/**
* <p>Time stamp indicating when this request was completed, canceled, or timed
* out.</p>
*/
inline GameSessionPlacement& WithEndTime(Aws::Utils::DateTime&& value) { SetEndTime(std::move(value)); return *this;}
/**
* <p>IP address of the instance that is running the game session. When connecting
* to a Amazon GameLift game server, a client needs to reference an IP address (or
* DNS name) and port number. This value is set once the new game session is placed
* (placement status is <code>FULFILLED</code>). </p>
*/
inline const Aws::String& GetIpAddress() const{ return m_ipAddress; }
/**
* <p>IP address of the instance that is running the game session. When connecting
* to a Amazon GameLift game server, a client needs to reference an IP address (or
* DNS name) and port number. This value is set once the new game session is placed
* (placement status is <code>FULFILLED</code>). </p>
*/
inline bool IpAddressHasBeenSet() const { return m_ipAddressHasBeenSet; }
/**
* <p>IP address of the instance that is running the game session. When connecting
* to a Amazon GameLift game server, a client needs to reference an IP address (or
* DNS name) and port number. This value is set once the new game session is placed
* (placement status is <code>FULFILLED</code>). </p>
*/
inline void SetIpAddress(const Aws::String& value) { m_ipAddressHasBeenSet = true; m_ipAddress = value; }
/**
* <p>IP address of the instance that is running the game session. When connecting
* to a Amazon GameLift game server, a client needs to reference an IP address (or
* DNS name) and port number. This value is set once the new game session is placed
* (placement status is <code>FULFILLED</code>). </p>
*/
inline void SetIpAddress(Aws::String&& value) { m_ipAddressHasBeenSet = true; m_ipAddress = std::move(value); }
/**
* <p>IP address of the instance that is running the game session. When connecting
* to a Amazon GameLift game server, a client needs to reference an IP address (or
* DNS name) and port number. This value is set once the new game session is placed
* (placement status is <code>FULFILLED</code>). </p>
*/
inline void SetIpAddress(const char* value) { m_ipAddressHasBeenSet = true; m_ipAddress.assign(value); }
/**
* <p>IP address of the instance that is running the game session. When connecting
* to a Amazon GameLift game server, a client needs to reference an IP address (or
* DNS name) and port number. This value is set once the new game session is placed
* (placement status is <code>FULFILLED</code>). </p>
*/
inline GameSessionPlacement& WithIpAddress(const Aws::String& value) { SetIpAddress(value); return *this;}
/**
* <p>IP address of the instance that is running the game session. When connecting
* to a Amazon GameLift game server, a client needs to reference an IP address (or
* DNS name) and port number. This value is set once the new game session is placed
* (placement status is <code>FULFILLED</code>). </p>
*/
inline GameSessionPlacement& WithIpAddress(Aws::String&& value) { SetIpAddress(std::move(value)); return *this;}
/**
* <p>IP address of the instance that is running the game session. When connecting
* to a Amazon GameLift game server, a client needs to reference an IP address (or
* DNS name) and port number. This value is set once the new game session is placed
* (placement status is <code>FULFILLED</code>). </p>
*/
inline GameSessionPlacement& WithIpAddress(const char* value) { SetIpAddress(value); return *this;}
/**
* <p>DNS identifier assigned to the instance that is running the game session.
* Values have the following format:</p> <ul> <li> <p>TLS-enabled fleets:
* <code>&lt;unique identifier&gt;.&lt;region
* identifier&gt;.amazongamelift.com</code>.</p> </li> <li> <p>Non-TLS-enabled
* fleets: <code>ec2-&lt;unique identifier&gt;.compute.amazonaws.com</code>. (See
* <a
* href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon
* EC2 Instance IP Addressing</a>.)</p> </li> </ul> <p>When connecting to a game
* session that is running on a TLS-enabled fleet, you must use the DNS name, not
* the IP address.</p>
*/
inline const Aws::String& GetDnsName() const{ return m_dnsName; }
/**
* <p>DNS identifier assigned to the instance that is running the game session.
* Values have the following format:</p> <ul> <li> <p>TLS-enabled fleets:
* <code>&lt;unique identifier&gt;.&lt;region
* identifier&gt;.amazongamelift.com</code>.</p> </li> <li> <p>Non-TLS-enabled
* fleets: <code>ec2-&lt;unique identifier&gt;.compute.amazonaws.com</code>. (See
* <a
* href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon
* EC2 Instance IP Addressing</a>.)</p> </li> </ul> <p>When connecting to a game
* session that is running on a TLS-enabled fleet, you must use the DNS name, not
* the IP address.</p>
*/
inline bool DnsNameHasBeenSet() const { return m_dnsNameHasBeenSet; }
/**
* <p>DNS identifier assigned to the instance that is running the game session.
* Values have the following format:</p> <ul> <li> <p>TLS-enabled fleets:
* <code>&lt;unique identifier&gt;.&lt;region
* identifier&gt;.amazongamelift.com</code>.</p> </li> <li> <p>Non-TLS-enabled
* fleets: <code>ec2-&lt;unique identifier&gt;.compute.amazonaws.com</code>. (See
* <a
* href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon
* EC2 Instance IP Addressing</a>.)</p> </li> </ul> <p>When connecting to a game
* session that is running on a TLS-enabled fleet, you must use the DNS name, not
* the IP address.</p>
*/
inline void SetDnsName(const Aws::String& value) { m_dnsNameHasBeenSet = true; m_dnsName = value; }
/**
* <p>DNS identifier assigned to the instance that is running the game session.
* Values have the following format:</p> <ul> <li> <p>TLS-enabled fleets:
* <code>&lt;unique identifier&gt;.&lt;region
* identifier&gt;.amazongamelift.com</code>.</p> </li> <li> <p>Non-TLS-enabled
* fleets: <code>ec2-&lt;unique identifier&gt;.compute.amazonaws.com</code>. (See
* <a
* href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon
* EC2 Instance IP Addressing</a>.)</p> </li> </ul> <p>When connecting to a game
* session that is running on a TLS-enabled fleet, you must use the DNS name, not
* the IP address.</p>
*/
inline void SetDnsName(Aws::String&& value) { m_dnsNameHasBeenSet = true; m_dnsName = std::move(value); }
/**
* <p>DNS identifier assigned to the instance that is running the game session.
* Values have the following format:</p> <ul> <li> <p>TLS-enabled fleets:
* <code>&lt;unique identifier&gt;.&lt;region
* identifier&gt;.amazongamelift.com</code>.</p> </li> <li> <p>Non-TLS-enabled
* fleets: <code>ec2-&lt;unique identifier&gt;.compute.amazonaws.com</code>. (See
* <a
* href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon
* EC2 Instance IP Addressing</a>.)</p> </li> </ul> <p>When connecting to a game
* session that is running on a TLS-enabled fleet, you must use the DNS name, not
* the IP address.</p>
*/
inline void SetDnsName(const char* value) { m_dnsNameHasBeenSet = true; m_dnsName.assign(value); }
/**
* <p>DNS identifier assigned to the instance that is running the game session.
* Values have the following format:</p> <ul> <li> <p>TLS-enabled fleets:
* <code>&lt;unique identifier&gt;.&lt;region
* identifier&gt;.amazongamelift.com</code>.</p> </li> <li> <p>Non-TLS-enabled
* fleets: <code>ec2-&lt;unique identifier&gt;.compute.amazonaws.com</code>. (See
* <a
* href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon
* EC2 Instance IP Addressing</a>.)</p> </li> </ul> <p>When connecting to a game
* session that is running on a TLS-enabled fleet, you must use the DNS name, not
* the IP address.</p>
*/
inline GameSessionPlacement& WithDnsName(const Aws::String& value) { SetDnsName(value); return *this;}
/**
* <p>DNS identifier assigned to the instance that is running the game session.
* Values have the following format:</p> <ul> <li> <p>TLS-enabled fleets:
* <code>&lt;unique identifier&gt;.&lt;region
* identifier&gt;.amazongamelift.com</code>.</p> </li> <li> <p>Non-TLS-enabled
* fleets: <code>ec2-&lt;unique identifier&gt;.compute.amazonaws.com</code>. (See
* <a
* href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon
* EC2 Instance IP Addressing</a>.)</p> </li> </ul> <p>When connecting to a game
* session that is running on a TLS-enabled fleet, you must use the DNS name, not
* the IP address.</p>
*/
inline GameSessionPlacement& WithDnsName(Aws::String&& value) { SetDnsName(std::move(value)); return *this;}
/**
* <p>DNS identifier assigned to the instance that is running the game session.
* Values have the following format:</p> <ul> <li> <p>TLS-enabled fleets:
* <code>&lt;unique identifier&gt;.&lt;region
* identifier&gt;.amazongamelift.com</code>.</p> </li> <li> <p>Non-TLS-enabled
* fleets: <code>ec2-&lt;unique identifier&gt;.compute.amazonaws.com</code>. (See
* <a
* href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon
* EC2 Instance IP Addressing</a>.)</p> </li> </ul> <p>When connecting to a game
* session that is running on a TLS-enabled fleet, you must use the DNS name, not
* the IP address.</p>
*/
inline GameSessionPlacement& WithDnsName(const char* value) { SetDnsName(value); return *this;}
/**
* <p>Port number for the game session. To connect to a Amazon GameLift game
* server, an app needs both the IP address and port number. This value is set once
* the new game session is placed (placement status is <code>FULFILLED</code>).</p>
*/
inline int GetPort() const{ return m_port; }
/**
* <p>Port number for the game session. To connect to a Amazon GameLift game
* server, an app needs both the IP address and port number. This value is set once
* the new game session is placed (placement status is <code>FULFILLED</code>).</p>
*/
inline bool PortHasBeenSet() const { return m_portHasBeenSet; }
/**
* <p>Port number for the game session. To connect to a Amazon GameLift game
* server, an app needs both the IP address and port number. This value is set once
* the new game session is placed (placement status is <code>FULFILLED</code>).</p>
*/
inline void SetPort(int value) { m_portHasBeenSet = true; m_port = value; }
/**
* <p>Port number for the game session. To connect to a Amazon GameLift game
* server, an app needs both the IP address and port number. This value is set once
* the new game session is placed (placement status is <code>FULFILLED</code>).</p>
*/
inline GameSessionPlacement& WithPort(int value) { SetPort(value); return *this;}
/**
* <p>A collection of information on player sessions created in response to the
* game session placement request. These player sessions are created only once a
* new game session is successfully placed (placement status is
* <code>FULFILLED</code>). This information includes the player ID (as provided in
* the placement request) and the corresponding player session ID. Retrieve full
* player sessions by calling <a>DescribePlayerSessions</a> with the player session
* ID.</p>
*/
inline const Aws::Vector<PlacedPlayerSession>& GetPlacedPlayerSessions() const{ return m_placedPlayerSessions; }
/**
* <p>A collection of information on player sessions created in response to the
* game session placement request. These player sessions are created only once a
* new game session is successfully placed (placement status is
* <code>FULFILLED</code>). This information includes the player ID (as provided in
* the placement request) and the corresponding player session ID. Retrieve full
* player sessions by calling <a>DescribePlayerSessions</a> with the player session
* ID.</p>
*/
inline bool PlacedPlayerSessionsHasBeenSet() const { return m_placedPlayerSessionsHasBeenSet; }
/**
* <p>A collection of information on player sessions created in response to the
* game session placement request. These player sessions are created only once a
* new game session is successfully placed (placement status is
* <code>FULFILLED</code>). This information includes the player ID (as provided in
* the placement request) and the corresponding player session ID. Retrieve full
* player sessions by calling <a>DescribePlayerSessions</a> with the player session
* ID.</p>
*/
inline void SetPlacedPlayerSessions(const Aws::Vector<PlacedPlayerSession>& value) { m_placedPlayerSessionsHasBeenSet = true; m_placedPlayerSessions = value; }
/**
* <p>A collection of information on player sessions created in response to the
* game session placement request. These player sessions are created only once a
* new game session is successfully placed (placement status is
* <code>FULFILLED</code>). This information includes the player ID (as provided in
* the placement request) and the corresponding player session ID. Retrieve full
* player sessions by calling <a>DescribePlayerSessions</a> with the player session
* ID.</p>
*/
inline void SetPlacedPlayerSessions(Aws::Vector<PlacedPlayerSession>&& value) { m_placedPlayerSessionsHasBeenSet = true; m_placedPlayerSessions = std::move(value); }
/**
* <p>A collection of information on player sessions created in response to the
* game session placement request. These player sessions are created only once a
* new game session is successfully placed (placement status is
* <code>FULFILLED</code>). This information includes the player ID (as provided in
* the placement request) and the corresponding player session ID. Retrieve full
* player sessions by calling <a>DescribePlayerSessions</a> with the player session
* ID.</p>
*/
inline GameSessionPlacement& WithPlacedPlayerSessions(const Aws::Vector<PlacedPlayerSession>& value) { SetPlacedPlayerSessions(value); return *this;}
/**
* <p>A collection of information on player sessions created in response to the
* game session placement request. These player sessions are created only once a
* new game session is successfully placed (placement status is
* <code>FULFILLED</code>). This information includes the player ID (as provided in
* the placement request) and the corresponding player session ID. Retrieve full
* player sessions by calling <a>DescribePlayerSessions</a> with the player session
* ID.</p>
*/
inline GameSessionPlacement& WithPlacedPlayerSessions(Aws::Vector<PlacedPlayerSession>&& value) { SetPlacedPlayerSessions(std::move(value)); return *this;}
/**
* <p>A collection of information on player sessions created in response to the
* game session placement request. These player sessions are created only once a
* new game session is successfully placed (placement status is
* <code>FULFILLED</code>). This information includes the player ID (as provided in
* the placement request) and the corresponding player session ID. Retrieve full
* player sessions by calling <a>DescribePlayerSessions</a> with the player session
* ID.</p>
*/
inline GameSessionPlacement& AddPlacedPlayerSessions(const PlacedPlayerSession& value) { m_placedPlayerSessionsHasBeenSet = true; m_placedPlayerSessions.push_back(value); return *this; }
/**
* <p>A collection of information on player sessions created in response to the
* game session placement request. These player sessions are created only once a
* new game session is successfully placed (placement status is
* <code>FULFILLED</code>). This information includes the player ID (as provided in
* the placement request) and the corresponding player session ID. Retrieve full
* player sessions by calling <a>DescribePlayerSessions</a> with the player session
* ID.</p>
*/
inline GameSessionPlacement& AddPlacedPlayerSessions(PlacedPlayerSession&& value) { m_placedPlayerSessionsHasBeenSet = true; m_placedPlayerSessions.push_back(std::move(value)); return *this; }
/**
* <p>Set of custom game session properties, formatted as a single string value.
* This data is passed to a game server process in the <a>GameSession</a> object
* with a request to start a new game session (see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start
* a Game Session</a>).</p>
*/
inline const Aws::String& GetGameSessionData() const{ return m_gameSessionData; }
/**
* <p>Set of custom game session properties, formatted as a single string value.
* This data is passed to a game server process in the <a>GameSession</a> object
* with a request to start a new game session (see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start
* a Game Session</a>).</p>
*/
inline bool GameSessionDataHasBeenSet() const { return m_gameSessionDataHasBeenSet; }
/**
* <p>Set of custom game session properties, formatted as a single string value.
* This data is passed to a game server process in the <a>GameSession</a> object
* with a request to start a new game session (see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start
* a Game Session</a>).</p>
*/
inline void SetGameSessionData(const Aws::String& value) { m_gameSessionDataHasBeenSet = true; m_gameSessionData = value; }
/**
* <p>Set of custom game session properties, formatted as a single string value.
* This data is passed to a game server process in the <a>GameSession</a> object
* with a request to start a new game session (see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start
* a Game Session</a>).</p>
*/
inline void SetGameSessionData(Aws::String&& value) { m_gameSessionDataHasBeenSet = true; m_gameSessionData = std::move(value); }
/**
* <p>Set of custom game session properties, formatted as a single string value.
* This data is passed to a game server process in the <a>GameSession</a> object
* with a request to start a new game session (see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start
* a Game Session</a>).</p>
*/
inline void SetGameSessionData(const char* value) { m_gameSessionDataHasBeenSet = true; m_gameSessionData.assign(value); }
/**
* <p>Set of custom game session properties, formatted as a single string value.
* This data is passed to a game server process in the <a>GameSession</a> object
* with a request to start a new game session (see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start
* a Game Session</a>).</p>
*/
inline GameSessionPlacement& WithGameSessionData(const Aws::String& value) { SetGameSessionData(value); return *this;}
/**
* <p>Set of custom game session properties, formatted as a single string value.
* This data is passed to a game server process in the <a>GameSession</a> object
* with a request to start a new game session (see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start
* a Game Session</a>).</p>
*/
inline GameSessionPlacement& WithGameSessionData(Aws::String&& value) { SetGameSessionData(std::move(value)); return *this;}
/**
* <p>Set of custom game session properties, formatted as a single string value.
* This data is passed to a game server process in the <a>GameSession</a> object
* with a request to start a new game session (see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start
* a Game Session</a>).</p>
*/
inline GameSessionPlacement& WithGameSessionData(const char* value) { SetGameSessionData(value); return *this;}
/**
* <p>Information on the matchmaking process for this game. Data is in JSON syntax,
* formatted as a string. It identifies the matchmaking configuration used to
* create the match, and contains data on all players assigned to the match,
* including player attributes and team assignments. For more details on matchmaker
* data, see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-server.html#match-server-data">Match
* Data</a>.</p>
*/
inline const Aws::String& GetMatchmakerData() const{ return m_matchmakerData; }
/**
* <p>Information on the matchmaking process for this game. Data is in JSON syntax,
* formatted as a string. It identifies the matchmaking configuration used to
* create the match, and contains data on all players assigned to the match,
* including player attributes and team assignments. For more details on matchmaker
* data, see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-server.html#match-server-data">Match
* Data</a>.</p>
*/
inline bool MatchmakerDataHasBeenSet() const { return m_matchmakerDataHasBeenSet; }
/**
* <p>Information on the matchmaking process for this game. Data is in JSON syntax,
* formatted as a string. It identifies the matchmaking configuration used to
* create the match, and contains data on all players assigned to the match,
* including player attributes and team assignments. For more details on matchmaker
* data, see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-server.html#match-server-data">Match
* Data</a>.</p>
*/
inline void SetMatchmakerData(const Aws::String& value) { m_matchmakerDataHasBeenSet = true; m_matchmakerData = value; }
/**
* <p>Information on the matchmaking process for this game. Data is in JSON syntax,
* formatted as a string. It identifies the matchmaking configuration used to
* create the match, and contains data on all players assigned to the match,
* including player attributes and team assignments. For more details on matchmaker
* data, see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-server.html#match-server-data">Match
* Data</a>.</p>
*/
inline void SetMatchmakerData(Aws::String&& value) { m_matchmakerDataHasBeenSet = true; m_matchmakerData = std::move(value); }
/**
* <p>Information on the matchmaking process for this game. Data is in JSON syntax,
* formatted as a string. It identifies the matchmaking configuration used to
* create the match, and contains data on all players assigned to the match,
* including player attributes and team assignments. For more details on matchmaker
* data, see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-server.html#match-server-data">Match
* Data</a>.</p>
*/
inline void SetMatchmakerData(const char* value) { m_matchmakerDataHasBeenSet = true; m_matchmakerData.assign(value); }
/**
* <p>Information on the matchmaking process for this game. Data is in JSON syntax,
* formatted as a string. It identifies the matchmaking configuration used to
* create the match, and contains data on all players assigned to the match,
* including player attributes and team assignments. For more details on matchmaker
* data, see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-server.html#match-server-data">Match
* Data</a>.</p>
*/
inline GameSessionPlacement& WithMatchmakerData(const Aws::String& value) { SetMatchmakerData(value); return *this;}
/**
* <p>Information on the matchmaking process for this game. Data is in JSON syntax,
* formatted as a string. It identifies the matchmaking configuration used to
* create the match, and contains data on all players assigned to the match,
* including player attributes and team assignments. For more details on matchmaker
* data, see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-server.html#match-server-data">Match
* Data</a>.</p>
*/
inline GameSessionPlacement& WithMatchmakerData(Aws::String&& value) { SetMatchmakerData(std::move(value)); return *this;}
/**
* <p>Information on the matchmaking process for this game. Data is in JSON syntax,
* formatted as a string. It identifies the matchmaking configuration used to
* create the match, and contains data on all players assigned to the match,
* including player attributes and team assignments. For more details on matchmaker
* data, see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-server.html#match-server-data">Match
* Data</a>.</p>
*/
inline GameSessionPlacement& WithMatchmakerData(const char* value) { SetMatchmakerData(value); return *this;}
private:
Aws::String m_placementId;
bool m_placementIdHasBeenSet;
Aws::String m_gameSessionQueueName;
bool m_gameSessionQueueNameHasBeenSet;
GameSessionPlacementState m_status;
bool m_statusHasBeenSet;
Aws::Vector<GameProperty> m_gameProperties;
bool m_gamePropertiesHasBeenSet;
int m_maximumPlayerSessionCount;
bool m_maximumPlayerSessionCountHasBeenSet;
Aws::String m_gameSessionName;
bool m_gameSessionNameHasBeenSet;
Aws::String m_gameSessionId;
bool m_gameSessionIdHasBeenSet;
Aws::String m_gameSessionArn;
bool m_gameSessionArnHasBeenSet;
Aws::String m_gameSessionRegion;
bool m_gameSessionRegionHasBeenSet;
Aws::Vector<PlayerLatency> m_playerLatencies;
bool m_playerLatenciesHasBeenSet;
Aws::Utils::DateTime m_startTime;
bool m_startTimeHasBeenSet;
Aws::Utils::DateTime m_endTime;
bool m_endTimeHasBeenSet;
Aws::String m_ipAddress;
bool m_ipAddressHasBeenSet;
Aws::String m_dnsName;
bool m_dnsNameHasBeenSet;
int m_port;
bool m_portHasBeenSet;
Aws::Vector<PlacedPlayerSession> m_placedPlayerSessions;
bool m_placedPlayerSessionsHasBeenSet;
Aws::String m_gameSessionData;
bool m_gameSessionDataHasBeenSet;
Aws::String m_matchmakerData;
bool m_matchmakerDataHasBeenSet;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws